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Added GLSL 4.20 pack/unpackHalf16x2 functions
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@ -106,51 +106,72 @@ namespace glm
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/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
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detail::tvec2<detail::float32> unpackUnorm2x16(detail::uint32 const & p);
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//! First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
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//! Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
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//!
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//! The conversion for unpacked fixed-point value f to floating point is done as follows:
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//! unpackUnorm4x8: f / 255.0
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//!
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//! The first component of the returned vector will be extracted from the least significant bits of the input;
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//! the last component will be extracted from the most significant bits.
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//!
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/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
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/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
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///
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/// The conversion for unpacked fixed-point value f to floating point is done as follows:
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/// unpackUnorm4x8: f / 255.0
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///
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/// The first component of the returned vector will be extracted from the least significant bits of the input;
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/// the last component will be extracted from the most significant bits.
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///
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/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml">GLSL unpackUnorm4x8 man page</a>
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/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
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detail::tvec4<detail::float32> unpackUnorm4x8(detail::uint32 const & p);
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//! First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
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//! Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
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//!
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//! The conversion for unpacked fixed-point value f to floating point is done as follows:
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//! unpackSnorm4x8: clamp(f / 127.0, -1, +1)
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//!
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//! The first component of the returned vector will be extracted from the least significant bits of the input;
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//! the last component will be extracted from the most significant bits.
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//!
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/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
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/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
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///
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/// The conversion for unpacked fixed-point value f to floating point is done as follows:
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/// unpackSnorm4x8: clamp(f / 127.0, -1, +1)
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///
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/// The first component of the returned vector will be extracted from the least significant bits of the input;
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/// the last component will be extracted from the most significant bits.
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///
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/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml">GLSL unpackSnorm4x8 man page</a>
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/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
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detail::tvec4<detail::float32> unpackSnorm4x8(detail::uint32 const & p);
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//! Returns a double-precision value obtained by packing the components of v into a 64-bit value.
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//! If an IEEE 754 Inf or NaN is created, it will not signal, and the resulting floating point value is unspecified.
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//! Otherwise, the bit- level representation of v is preserved.
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//! The first vector component specifies the 32 least significant bits;
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//! the second component specifies the 32 most significant bits.
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//!
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/// Returns a double-precision value obtained by packing the components of v into a 64-bit value.
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/// If an IEEE 754 Inf or NaN is created, it will not signal, and the resulting floating point value is unspecified.
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/// Otherwise, the bit- level representation of v is preserved.
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/// The first vector component specifies the 32 least significant bits;
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/// the second component specifies the 32 most significant bits.
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///
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/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packDouble2x32.xml">GLSL packDouble2x32 man page</a>
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/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
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double packDouble2x32(detail::tvec2<detail::uint32> const & v);
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//! Returns a two-component unsigned integer vector representation of v.
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//! The bit-level representation of v is preserved.
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//! The first component of the vector contains the 32 least significant bits of the double;
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//! the second component consists the 32 most significant bits.
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//!
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/// Returns a two-component unsigned integer vector representation of v.
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/// The bit-level representation of v is preserved.
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/// The first component of the vector contains the 32 least significant bits of the double;
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/// the second component consists the 32 most significant bits.
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///
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/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackDouble2x32.xml">GLSL unpackDouble2x32 man page</a>
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/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
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detail::tvec2<detail::uint32> unpackDouble2x32(double const & v);
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/// Returns an unsigned integer obtained by converting the components of a two-component floating-point vector
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/// to the 16-bit floating-point representation found in the OpenGL Specification,
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/// and then packing these two 16- bit integers into a 32-bit unsigned integer.
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/// The first vector component specifies the 16 least-significant bits of the result;
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/// the second component specifies the 16 most-significant bits.
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///
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/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packHalf2x16.xml">GLSL packHalf2x16 man page</a>
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/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
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uint packHalf2x16(vec2 const & v);
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/// Returns a two-component floating-point vector with components obtained by unpacking a 32-bit unsigned integer into a pair of 16-bit values,
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/// interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification,
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/// and converting them to 32-bit floating-point values.
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/// The first component of the vector is obtained from the 16 least-significant bits of v;
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/// the second component is obtained from the 16 most-significant bits of v.
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///
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/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackHalf2x16.xml">GLSL unpackHalf2x16 man page</a>
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/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
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vec2 unpackHalf2x16(uint const & v);
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/// @}
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}//namespace glm
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@ -75,7 +75,7 @@ GLM_FUNC_QUALIFIER detail::tvec2<detail::float32> unpackSnorm2x16(detail::uint32
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detail::uint16 B(detail::uint16(p >> 16));
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return clamp(detail::tvec2<detail::float32>(
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A * 1.0f / 32767.0f,
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B * 1.0f / 32767.0f));
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B * 1.0f / 32767.0f), -1.0f, 1.0f);
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}
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GLM_FUNC_QUALIFIER detail::tvec4<detail::float32> unpackUnorm4x8(detail::uint32 const & p)
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@ -109,9 +109,21 @@ GLM_FUNC_QUALIFIER double packDouble2x32(detail::tvec2<detail::uint32> const & v
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return *(double*)&v;
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}
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GLM_FUNC_QUALIFIER detail::tvec2<detail::uint32> unpackDouble2x32(double const & v)
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GLM_FUNC_QUALIFIER detail::tvec2<uint> unpackDouble2x32(double const & v)
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{
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return *(detail::tvec2<detail::uint32>*)&v;
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return *(detail::tvec2<uint>*)&v;
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}
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GLM_FUNC_QUALIFIER uint packHalf2x16(vec2 const & v)
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{
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detail::tvec2<detail::hdata> Pack(detail::toFloat16(v.x), detail::toFloat16(v.y));
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return *(uint*)&Pack;
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}
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GLM_FUNC_QUALIFIER vec2 unpackHalf2x16(uint const & v)
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{
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detail::tvec2<detail::hdata> Unpack = *(detail::tvec2<detail::hdata>*)&v;
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return vec2(detail::toFloat32(Unpack.x), detail::toFloat32(Unpack.y));
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}
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}//namespace glm
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@ -9,10 +9,19 @@
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#include <glm/glm.hpp>
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int main()
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int test_packHalf2x16()
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{
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int Failed = 0;
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return Failed;
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int Error = 0;
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return Error;
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}
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int main()
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{
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int Error = 0;
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Error += test_packHalf2x16();
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return Error;
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}
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